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coolspear

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Posts posted by coolspear

  1. Although this mod consists of a great many files of varying types, the best thing about it, is all those files were made new by me, so a Maxis patch hardly effects this mod. That being said, when Maxis introduce a new form of death into the game, that's when I really have my work cut out for me getting all those specialized files compatible.

    If no new forms of death have been added, "die from over education?" or "killed by evil robot AI?" or "Time-travelling granny comes back in time to stab someone to death with her knitting needles"  :giggle2: then I cannot see this mod needing any real attention. Though I'd advise giving its functions a quick test in new test hood, before continuing with it in a main save.

    Failing that, just wait a couple more weeks till I get stuck into updating my mods.   

  2. Yep, when it comes to XMLs, there really is quite a great deal of flexibility for placing coding structures here there or anywhere. That's what code developers have been aiming for since the start. Code that reads more like human language than the old computer language of yesteryear, so XMLs have come to be so flexible. (Within correct parameters, of course.) And for this game and its XMLs, as long as the coding structures themselves are up to date with whatever Maxis add or remove from them, then the chunks of coding can have a bit of flexibility to where they are placed on an XML. Same goes for any single code lines in lists. It does not follow any strict rules they have to be placed in a perfect, pre-set order or they are unreadable by computer. (That's Ye Olde Stone Age coding. Yuk!) Just as long as the right code line is on the list, it can be in any order on list and the XML is read as correct and true and installed into the game without issue. More like a human reading it and accepting it as correct, than a stubborn old computer.

    A few more years of that kind of coding development, and it won't be long before writing coding is as simple, exactly the same, as writing your ideas and thoughts in a forum such as this. (Maybe that's too sci-fi, and a few decades away yet. But those boffins are always working on it. Then one day it will be like Star Trek, where you just talk to your computer and you can create a whole new game!!!)

    In the meantime, creating unique XMLs for mods (Not Maxis made.) is a doddle once you get used to what all the chunks of coding structures can do for this game. Though they do tend to be the hardest ones to update after patches as you never have an original Maxis XML to regularly compare them against. It is a Frankenstein creation made by you, so you have to keep a better memory and record of updates that may effect all the chunks of coding you cobbled together for your unique XMLs.

  3. Those three interactions are included on the super affordances list. Whenever the relative IL & RoM patches added them to the Object XMLs of garden plants, I updated the mod to include them each time.

    Are you saying those specialist interactions do not work on plants?

    In terms of gameplay, I've never actually tried to use these occult-specific interactions on plants, so I don't even know what they're supposed to do, (Beyond the descriptive name of the interactions.) nor the sim animations and result on plants when doing interactions. I've never once tried them. But when it comes to the coding, when Maxis add it in a patch, I add it in my updates, so all three interactions (affordances) are there. Beyond that, it's unknown to me what they do or if they've ever worked at all.

    Which patch level are you on? Until I've checked and updated for 1.59, this could be the reason why the interactions are no longer working. (Presuming they've worked since first added in IL & RoM patches.)

     

    Edit - Perchance, did you open the mod and look to the super affordance list on the Kava, Taro, Pineapple, Coconut, Mandrake and Valerian plants, noticing I did not add the three said affordances to the bottom of affordance lists? (As I have added to all the older plant XMLs?)

    The reason I did not add it at bottom to these newer plants, is because Maxis had already added it in the affordance list, so I had no need to add it onto these recent XMLs as I did for all older plant XMLs.

    If you are opening mod to look at coding, on those newer plants just look up a little further from bottom of affordance list and you'll see where Maxis has put them. The order in which any interaction (affordance) appears on any affordance list on any XML is irrelevant in game. As long as it's on the list, it will work in game. Unless the interactions have been broken through other means. Such as Maxis' infamous, notorious monthly patching that breaks as much as it sets out to fix.

    Your report really had me confused for a bit. I've rewritten this Edited section three times! Until I finally saw what was going on in the affordance lists. You did have me doubting myself for a while, until I took a deep breath and looked at it properly. All affordances are on all plants. So I'm not sure where the problem lies beyond that, other than which patch number you are on compared to the mods.

  4. I keep forgetting to look at this. I'll try today at some stage, as I'm doing a few mini tweaks and little fixes here and there before I commit to the big patch. Kind'a don't want to patch just yet, keep putting it off - though it is inevitable. But this fix is on my list, another good distraction to get sorted and tidied before the dreaded nightmare patching process.

  5. The Grand Gallimaufry Academy

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    A home for geniuses in mind.

    Until I get University the only thing in my world close to dorms and student life is this affair. So I thought I'd share.

     

    See more screenshots in spoiler tab below.

    Spoiler

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    Lot size is 64x64, the biggie. No stairs or doors. The only way to get from room to room is via teleport pads. And those basement labs are sorely missing the new robot building object from Uni. That's about the only thing I'd want from that pack. 

     

    Grand Gallimaufry Academy.rar

    Place contents of rar in Tray folder and activate "Include Custom Content" on Gallery page to see the lot in your Library.

     

     

    Find links to CC here - http://simsasylum.com/tfm/index.php?/topic/14691-a-list-of-the-usual-suspects-links-to-cc-used-in-lots/

  6. Personal update November 2019

    A couple of minor, but nice changes.

    First the fish storage is now unlimited, no longer capped at 99. Don't know why I originally capped it. No other storage type is capped. I'll change the name of the mod some other time, as it still says 99 in the title.

    Also made the two default Maxis Chests no longer have shared storage. All my storage mods do not share their storage inventory with any other objects, so I thought I'd make the Maxis ones follow same rule. Again, I don't know why I didn't do that sooner. I suppose I just wanted my ones to be different from the Maxis ones. But, what the heck, they're all the same now.

  7. Personal update November 2019

    Changed two mods here.

    First the "Magic Bookshelf with All Spell Books" mod. I moved a file from that mod over to the "Magic HQ/Glimmerbrrok Bar" mod. A file to stop spellcasters pointlessly browsing the bookshelves so often, it's better in the main venue mod as it covers both venues.

    A bit of a rework to the visitors of Magic HQ and Glimmerbrook Bar. I wanted to first get the Novice & Intermediate Spellcasters to be on timed rotation visits, - shifts - rather than the Maxis setting of one bunch comes and stays all day. More chance of sim visitor variation that way, instead of the same faces all day long.

    Reduced the number of visitors on both venues, Glimmerbrook Bar only slightly, as the original numbers were not too problematic, but no harm in making it a wee bit less.

    HQ a good few less. That venues (Region) does not handle too many sims very well. Much like the GTW Career Venues/Regions, it's best not to overdo it with too many sims.

    Also, if you are using the Magic Realm HQ lot I uploaded, please go there and grab latest version I'll be uploading after I write this, and read about the reason why there was so much horrendous lag on that lot due to broom-riding stuck sims. Now cleared up, thank god.   

  8. I've been on a personal crusade for many years of modding to prevent vamps and plantsims eating and drinking that which they should not. The XML files used in mods throughout this food & drink section are riddled with my added coding to ensure this. I'm hardly likely to reverse all that effort or have a change of heart or mind.

    Sorry, it just does not sit right with me. I don't think I could stand watching it even for short term testing, for a mod I will never use.

  9. With TS4, sometimes existing objects pick up new changes introduced in mods, sometimes not. I'd say mostly they do, but sometimes not.

    With TS3, they never did. If you recall, you always had to replace an older object with new one if a mod made new changes to it.

    I'd say it's always best to replace, TS3-fahion, for that definite guarantee. But I hardly ever do myself for TS4. (Unless I find it needs to be replaced, which is uncommon for TS4.)

    TS4 made me lazy and I've forgotten those stricter TS3 habits. :57b447a70b144_3(1):

    Though I'd say for the Cauldron object it does not need replacing. After all, all the tweaking and testing I was doing while working on it, I never once had to replace the current cauldron that was there on the lot from the get go, before I even started these mods.

  10. Update 6 November 2019

    Just discovered in game a few minutes ago the recipe for Prompt Resurrection Potion was missing from both the Main Cauldron mod and the No Ingredients mod. So I did a little bit of prompt resurrecting of my own and quickly put the potion in there with the rest. Please re-download the mods you were using so you can have the missing potion.

  11. Cheers, Lars. Yeah, it works just as it should for me. I've been messing about with all the magic stuff lately, but I did give the spellcaster the 21 Breakthroughs and made her make a Freeze Ray gun, making it and upgrading it super fast. No issues at all. Though, as I say, this is me still on 1.55. (And did I release that latest version with super fast constructing and upgrading? Because, boy oh boy, is it super fast in my game. I think I forgot to upload that re-tweaked version??? I'd even forgot that I re-tweaked it, till I saw how fast the spellcaster was doing everything.)

    As Lars mentioned, as did GodzillaForce a few posts up, the No Ingredients Needed mods are also required. I do also state this in the main post, in the section that explains the No Ingredients function, that I had to likewise set it up the same way on the recipe ingredients files, so sims can make the constructions, as by default they would not normally be allowed to if not scientists. As such it's not optional. Perhaps I need to draw more attention to that bit, make its necessity and importance stand out more.

    @simsimmawhen you say a mod for having multiple careers, are you referring to the one on MTS? - http://modthesims.info/d/615383/multiple-jobs-for-your-sims.html

    Because, if so, I'd steer clear of that mod, mate. It's a little bit on the severely broken side of things. Has been since the big 1.52 Island Living patch I believe.

     

  12. Let the troubleshooting commence.

    Are you on 1.56? (I'm currently not as yet. No idea if 1.56 effects this, but still need to ask.)

    Can sim Upgrade the Constructor? Are Upgrade options available?

    Do  you also use my "Size Maters" mod set?

    Does this happen on a newly placed Constructor? Have you tried using an older Constructor on another lot that was last known to work fine and dandy? 

    If so, Have you tried placing new Constructor from the Constructor Room available to download with this mod in main post?

    Have you tried using Science debug cheat to issue 21 Breakthroughs again, just because what the heck, you never know?

  13. There are many changes on the XMLs, those two are only the beginning. Going down the XML you will see that same News Channel XML is referenced a couple more times, so they too would require a channel change reference, and just as importantly, where it mentions what VFX the TV will display when it is an Unbroken State (Default is always no VFX) I have also entered the VFX code lines for the News Channel, not the same as the 9102 News Channel Object State XML references seen everywhere else.

    With my other mods to secure these décor TVs never breakdown, they will forever be in a state of Unbroken and hence the VFX will play. 

    For a complete list of TV channels search for the "TVChannel.ObjectStateTuning" XML (16388). They will all be conveniently listed on there. (Not Movies from other packs. They'll be on some similar Object State Tuning XML, but I don't know what its name or number is as I've never had cause to fetch it out. If you copy and paste the XML number of a specific movie into the search function, you'll find the main list XML soon enough from the relevant files the search offers.) Alternatively, if you extract any of the TV Object XMLs for any model of TV, the individual movies will be found on them. Though not in a handy list form, but on different chunks of coding with other stuff in between each movie reference.

    Once you extract a specific TV Channel/Movie XML, open the XML to see the required VFX code for that channel/movie - to replace the reference in the Unbroken State chunk of code.

  14. Reworked most elements regarding preparing food and potions on the cauldron.

     

    Food Making

    1 - No Auto Cook Food in Cauldron

    Self explanatory. Reason why? Visiting NPC sims will not clog up cauldrons on community lots with chili just because they wanted a meal. I provide plenty of other, better, avenues to food, so don't put the cauldrons beyond use with food left in there just for the sake of a selfish, single snack. Also don't cook at home. If I want you to cook lesser quality food in a cauldron, (See below) I'll tell you. You'll leave it alone until then.

     

    2 - Faster Cooking X 5

    You'd think a spellcaster sim would just click their fingers and magic up a cauldron full of piping hot mung. But no, they gotta cook it like everything else. No, actually, that's a lie. They take for-frikken-ever cooking food in the cauldron. Why? A bout of temporary amnesia that they are magic and should be faster? This mod removes the amnesia and reminds them they are magic. By my estimation, being magic is roughly five times better than being non-magic. By what measurement scale have I arrived at this number? Well, being a Jedi is ten times better than being... not a Jedi. And being Jedi is approximately twice as good as being magic, because they do magic AND have light sabres. Simple. Anyway, spellcasters cook cauldron food five times faster now. If only they had light sabres, then I'd have made it ten times faster. Gotta stick to the logic of the method.

     

    3 - Better Chance Higher Quality Food

    A better chance that your pot of mung is not a pot of dung. Though Maxis have done that same... fuck knows what, to the Cauldron Food as that done to Popcorn. That it will never, ever come out as Impeccable, even though it is coded as being possible on the three cauldron recipes. But I think that's just because they lifted the coding straight from the base game food recipes, like chili, and the Impeccable coding is on those. Preparing via third party object (Popcorn Popper Machine, Cauldron) ferks it right up and it will not come to pass.

    If only they'd done it like the Ice Cream Maker, then I'd have something to work with. Because the end result sees Ice cream separated as an individual entity from maker object, hence Impeccable works.

    Popcorn and cauldron food do not get separated, so the game does not know if is should make the food Impeccable, or the fikken food maker machine. So it opts to do neither. Yea, ferked it up real good. I know, I actually got the game to accept making the Popper Machine Impeccable once. That was a short-lived giggle though, when the grabbed popcorn was still only Excellent. (Should have just ate the Popper Machine then. :slapnut:)

    4 - More Food Servings 99. Add On Mod

    Just like all my other food mods, cooking any of the three recipes in the cauldron will result in 99 servings being available when complete. Just take heed, that if you command sim to collect all servings to their inventory, that's 99 single servings you'll have to get rid of one by one. No handy group meals here. Single servings only. Time-consuming pain in the butt to remove them all from inventory. 

     

     
    Potion Crafting

     

    1 - Faster Brew Potions X 5 (All Spellcaster Levels)

    For same (Jedi) logic applied to food above, and also, you know, just get on with it. Life's too short. I don't care if you're a greenhorn novice or God Almighty Himself. Just get on with it at same pace and get it done.

    2- Better Quality Potions - Excellent

    Like above for food, and also like all my other Excellent Quality Drinks and Potion mods. Same deal here. Excellent is the highest quality for drinks and potions, and now it will be more often the result for cauldron potions with this mod. Especially if sim has high skills and good culinary traits, then now no random, head-scratching chance of making shite.

    3 - More Potions (Normal 10 - With Perk 20)

    Default is like 4 or something, then 6 or 8 with extra potions perk. I can't remember. Now it's 10 base, and 20 with perk. Plus when you command to "Bottle Up All" , sim will take all 10/20, not take max 8 at a time as would be the case due to default coding.  

    4a - Chance of Ingredients Return 85%

    If spellcaster has the perk that grants the chance of not all ingredients being used when crafting, then this mod hikes it up from 30% to 85%

    I did originally top it at max 100% so ingredients - though they are still required to be in your sim's inventory - never get used. But thought what the heck, I'll make a straight-up No Ingredients Needed version too, and just increase the chance for thsose players who want to use ingredients, but don't want to go on ingredient collecting/hunting/fishing/buying/begging/stealing/borrowing sprees as often.  

    4b -  No Ingredients Needed for Potion Crafting - Add On Mod

    Exactly what it says. No potion making ingredients needed to be in inventory. Just brew away, and worry about your cheaty sins another day.

    Please note, if you want to have this feature while using the Main mod, this No Ingredients Needed Add-On needs to be placed in the Overrides Folder, so it will not conflict with elements of the Main mod, so it will take seniority in the game loading process and be the effects you see in game. It's possible this feature might still take seniority during the load and be available in game despite not being in the Overrides Folder. I have not tested this scenario, nor do I care to. I just put the Add On mod in Overrides Folder and guarantee the desired result.

    If you're not certain what an Overrides Folder is, then see this link for more info and a download - http://simsasylum.com/tfm/index.php?/topic/12798-more-nesting-depth-for-folders/  

     

    5 - Chance of Happy Familiar 100%

    Why did I do this? Ask me again later. I might have an actual answer. But for now, let's just say it's better to have a happy puppy familiar every time you make potions, than to... not, simply because of random low chance? If it toots your flute at all, then it toots your flute always. And if familiars cream themselves just because you made a potion, then have at it my little, floaty friend, cream away every day and don't let a little thing like low chance get in the way of your enjoyment. Yeah. That's my reason. As good as any, I suppose. So I'm sticking to it.

     

    Realm of Magic GP is a required install for these mods to have any point in your game.

     

    Note - It can and does happen that if brewing potions on a community lot, the first of the batch, whether default Maxis batch sizes or bigger ones via these mods, ends up belonging to the community lot and not your sim. Meaning when you Bottle Up All and they go into your sim's inventory, one of them will have no Live Drag function as the game has decided it does not belong to your sim. Let's call it Venue Tax, until Maxis ever fix it. You will have to command sim to place it in world, or drink it, or tell them to throw it away. Everything available but Live Dragging it yourself, even when your sim returns home that potion is still blocked. Be careful, as the venue might want it back and send a couple of the boys round to collect it. :57b447a70b144_3(1): This does not happen when sim is at home, where all crafted potions belong to sim and Live Drag is not blocked on any of them. No Venue Tax.

    Temporary Note - These mods were made with Game Version 1.55. I have not yet patched to 1.56 so cannot speak knowledgeably of their compatibility with 1.56.

     

    Main Mod - Place in Mods Folder

     

    cool1_object_CauldronReworked.rar  - New for November

    Add On Mod - Cauldron 99 Food Servings - Place in Mods Folder

    cool1_object_Cauldron_99Servings.rar  -  New for November

    Add On Mod  - No Ingredients Needed for Potion Crafting - Place In Overrides Folder if using with Main mod.

    cool1_object_Cauldron_NoIngredientsForPotions_OverridedsFolder.rar  -  New for November

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Food & Drink Mods section.

     

    XML Resources Used:

    Use S4S to open multiple mod package files and quickly compare possible conflicting files in a jiffy. Child's play.  Earn your mods. Work for them. You own them all.

    Any other mods using these files will conflict.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis

  15. Yes it can. I use MC without any of its auto push - Story Progression - settings activated.

    I don't know if the various settings are turned On as default with MC. But just go through the Population section, Marriage section, Career section, Moving section and turn everything off so sims do not do any of that autonomously. I only ever did it all once years ago, so don't remember where everything is. But it's all prevented in my game pretty much since MC first released and I started using it. 

  16. It's of a similar problem to MC's Story Progression marrying off random sims, including All-In-One NPCs.

    It's not a good scenario for these NPCs to be in, being married off or indeed killed via auto violence/murder mods. Also if you allowing natural aging in your game, it's best to give All-In-Ones a No Aging Flag, otherwise same problem.

    They will not be automatically replaced. If their numbers have been reduced to significantly low levels trough such activities, you will need to do the Setup Process again.

    The main purpose of this mod is to stop the Maxis default rule of repeatedly generating unwanted, unneeded NPC workers for community venues. It does not effect the generating of maids, butlers, nannies, that type of thing. Only community venue workers. This mod will not allow it, not any new Maxis default workers, not any more All-In-Ones.

    You'll have to take out this permanent mod and to redo the temporary Setup process again if it gets that bad.

  17. Military Medal Case

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    But it's Empty!!!

     

    I did this mod a wee while back and completely forgot about it. Then I saw it in game today and said to myself, I better upload this in case I release a lot with it. Plus every good modder and creator worth their salt is uploading a Halloween goodie gift or two, so I thought, perfect, I too can upload something.

    "But this ain't spooky stuff, coolspear." I hear you say! I guess so. But soldiers earn medals for all sorts. And the biggest medals awarded are for heroism in battles and war. And WAR IS PRETTY FUCKING SCARY, if you ask me.

    md1b.jpg.5659a8310340fafa1b965c5fcfdebbbb.jpg

    md2.jpg.0b6424eb98b3f008cbbd779f37786a67.jpg

     

    More scary for me now, because I had to do the unthinkable for this to work right. I had to put a financial, monetary value on the medals, so they can be purchased and the mod can work. And I know my grandfather, who had his scary time fighting real, genuine, bone fide Nazis back when that was a hard reality and not something Quentin Tarantino makes light of in movies, - burn them all in a cinema yay! (If only Tarantino had Doctor Manhattan take a break from single-handedly winning the Vietnam War to turn up and twat the burning Nazis on the head with this giant blue cock??? It was the only bit missing!) - and granddad won some medals while doing so, would be unhappy with me putting a price on medals. Even in a game, I should imagine.

    So sorry, granddad. I remember what you once told me. The highest honours come from the simplest moments. You never did get over that horror. How could you? I know.

    But, back to the game. If no sim in the family is ever going to be in the military career, then this lovely display case is pointless. (Rightly so, some might say.) Though what if you want to place a display case on a community lot? Such as a Museum Venue, placing the aforementioned medals in remembrance for the brave, honourable soldiers? The hard-won truths of history, the honour and the sacrifice. Nothing left of the facts but a physical, tangible medal to look upon and a hope, in that moment, to believe yourself as one worthy of that terrible and bloody fight that led to our freedom. Winners did not write this history. The broken-hearted did.

    Anyway, filling the case normally is no easy task, unless faffing about with all manner of debug malarkey shenanigans.

    So just buy them and fill the case and ponder the deeds of so many valiant, unknown soldiers who won the medals, so that we can know why we live free of tyranny and goddamn Nazis. (Happy, granddad? I hope so.)

     

    md3.jpg.c26297501a6bdd57eb546135fae64314.jpg

     

    This mod is not a clone and it overwrites the original display case object. It also re-categorizes it from being lost among a forest of décor objects, and places it in the Storage / Misc section. I think it should belong there with all other display objects, like the Jungle Adventure Display Case. No higgledy-piggledy confusing category placement. Keep it easy to find, organized, uniform, unified and smart. Just like the military!

     

    cool1_object_MedalDisplayCase_PurchaseMilitaryMedals.rar  -  New for November 2019

     

    For patch version compatibility status, please see most recent Patch News thread for the TS4 Specialized Mods section.

     

    XML Resources Used:

    Use S4S to open multiple mod package files and quickly compare possible conflicting files in a jiffy. Child's play.  Earn your mods. Work for them. You own them all.

    Any other mods using these files will conflict.

     

    Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, our grandparents who stopped the Nazis.

  18. The Usual Suspects

    I know it's handy for me to drop a perfect list in with each of my lots regarding the specific CC objects they have. Lot to lot, it can range from only a few bits of CC, to practically everything in the catalogue. But those lists are time-consuming to make, a chore, adding to a process that's already time-consuming, getting all the screenshots, editing them to fit the rules of the site. But I do want to meet folks half way. Very daunting (And a bit arsey) for me to just say "go get them all," on the lot threads, and I cannot imagine newcomers are thrilled with that prospect, especially if they don't yet know their way navigating around this site and my mod sections.

    So I will compile a list of the CC links here, of the usual suspects, to help folks on their way. Not every lot has every one of these, but all of them altogether do, and some mods are essential mainstays to all of my builds, such as the Size Matters mods. In time, you may find you'd like to have most, if not all, of the lots I upload, seeing as a good many are to complement the WSC mod sets that have unique, new venue types. So here are the links to the CC those venues will have.

    Everything here is stuff I've made and it's all on this website. There are no links to external websites nor any CC made by other creators.

    If anyone spots anything I've missed, please drop a note and I'll add the link.

     

    1 - General Mods Section

    http://simsasylum.com/tfm/index.php?/topic/13352-size-matters-smaller-footprints-slot-placements-reworked/

    http://simsasylum.com/tfm/index.php?/topic/12814-unlocked-romantic-fire-new-versions/

    http://simsasylum.com/tfm/index.php?/topic/13745-unlocked-family-portrait/

     

    2 - Specialized Mods Section

    -- Motive Manager Machines

    http://simsasylum.com/tfm/index.php?/topic/12329-motive-manager-machines-the-amazing-computer-rack/

    http://simsasylum.com/tfm/index.php?/topic/12330-motive-manager-machines-the-galaxy-touchstone-crystal/

    http://simsasylum.com/tfm/index.php?/topic/12333-motive-manager-machines-the-space-fairy-dimension-crystal/

    http://simsasylum.com/tfm/index.php?/topic/12468-motive-manager-machines-the-sunny-aspect-radiator-plantsims-object/

    http://simsasylum.com/tfm/index.php?/topic/12331-motive-manager-machines-the-sylvan-glade-silverstone/

    http://simsasylum.com/tfm/index.php?/topic/12827-motive-manager-machines-the-little-zapper/

    http://simsasylum.com/tfm/index.php?/topic/13336-motive-manager-machines-the-sunstone-memory-jogger-for-plantsims/

    http://simsasylum.com/tfm/index.php?/topic/13766-motive-manager-machines-the-ancient-lightning-rod/

     

    -- Storage & Purchase Items Objects

    http://simsasylum.com/tfm/index.php?/topic/12315-storage-personal-storage/

    http://simsasylum.com/tfm/index.php?/topic/12318-storage-fresh-fish-storage-box/

    http://simsasylum.com/tfm/index.php?/topic/12327-elemental-display-rack-purchase-elements-rocks-gems/

    http://simsasylum.com/tfm/index.php?/topic/12354-storage-personal-storage-the-antique-camera/

    http://simsasylum.com/tfm/index.php?/topic/13635-storage-personal-storage-the-feathered-friend/

    http://simsasylum.com/tfm/index.php?/topic/12326-the-florists-vase/

    http://simsasylum.com/tfm/index.php?/topic/12366-storage-personal-storage-vat-of-life/

    http://simsasylum.com/tfm/index.php?/topic/12356-storage-personal-storage-plenty-o-presents/

    http://simsasylum.com/tfm/index.php?/topic/12319-storage-dresser-bookshelves-magazines/

    http://simsasylum.com/tfm/index.php?/topic/14593-storage-magic-cabinets-purchase-magic-items/

    http://simsasylum.com/tfm/index.php?/topic/14592-storage-books-magic-stack-read/

    http://simsasylum.com/tfm/index.php?/topic/14121-portable-dresser-for-unique-outfits-labs-hazmat-locker/

    http://simsasylum.com/tfm/index.php?/topic/14265-nu-metal-pedestal-now-stackable/

    http://simsasylum.com/tfm/index.php?/topic/14537-storage-the-trex-skull-fossil-display/

    http://simsasylum.com/tfm/index.php?/topic/14538-buy-a-construction-project-box-parenthood-gp/

     

    -- Travel & Teleportation Objects

    http://simsasylum.com/tfm/index.php?/topic/12564-teleportation-the-hidden-everywhere-portal-get-to-work-ep/

    http://simsasylum.com/tfm/index.php?/topic/13401-teleportation-the-sim-teleportation-pad-system/

     

    -- Electronic Objects

    http://simsasylum.com/tfm/index.php?/topic/13183-the-fun-satellite-dish-get-to-work-ep/

    http://simsasylum.com/tfm/index.php?/topic/13686-wall-stereos-based-on-spa-day-model-no-dance/

    http://simsasylum.com/tfm/index.php?/topic/13184-decorative-tvs/

    http://simsasylum.com/tfm/index.php?/topic/13337-decorative-computers-usable-computers-reworked/

    http://simsasylum.com/tfm/index.php?/topic/14039-the-alternative-robot-vacuums-cats-dogs-ep-base-game-various/

    http://simsasylum.com/tfm/index.php?/topic/14559-electronics-stereos-portable-looking-stereos-actually-portable/

    http://simsasylum.com/tfm/index.php?/topic/14510-electronics-tvs-workout-tvs-for-gyms-parks/

    http://simsasylum.com/tfm/index.php?/topic/14527-electronics-tvs-winter-warmer-tv-get-to-work-ep/

     

    -- Gardening Objects

    http://simsasylum.com/tfm/index.php?/topic/13778-the-super-sprinkler-seasons-ep/

    http://simsasylum.com/tfm/index.php?/topic/14122-garden-modern-lab-planters/

     

    -- FX Objects

    http://simsasylum.com/tfm/index.php?/topic/13768-send-your-fish-to-school/

    http://simsasylum.com/tfm/index.php?/topic/14533-special-fx-decorate-the-seas-of-sulani-and-light-up-the-skies/

    http://simsasylum.com/tfm/index.php?/topic/14525-special-fx-krakens-in-sulani/

    http://simsasylum.com/tfm/index.php?/topic/14526-special-fx-turtle-hatching-barrier-island-living-ep/

     

    -- Insect Objects

    http://simsasylum.com/tfm/index.php?/topic/12263-wild-insects-unlocked-for-placement-outdoor-retreat-gp/

     

    -- Virtual Sim Hologram Objects

    http://simsasylum.com/tfm/index.php?/topic/13335-the-virtual-sim-hologram-converter-a-new-life-state/

     

    -- Precision Fishing Set Objects

    http://simsasylum.com/tfm/index.php?/topic/12236-fishing-precision-fishing-no-bait-required/

     

    -- Toddler & Child Napping Blanket Objects

    http://simsasylum.com/tfm/index.php?/topic/13365-the-toddler-child-napping-blanket-cats-dogs-ep/

     

    -- The Dark Crystal Objects

    http://simsasylum.com/tfm/index.php?/topic/14690-the-dark-crystal-realm-of-magic-gp-vampire-gp/

     

     

    3 - Food & Drink Mods Section

    http://simsasylum.com/tfm/index.php?/topic/12325-dispensers-chefs-kitchen-helpers-perfect-fruit-veg/

    http://simsasylum.com/tfm/index.php?/topic/12306-dispensers-instant-chilled-cocktail-potion-dispensers/

    http://simsasylum.com/tfm/index.php?/topic/12304-dispensers-mega-tray-six-of-the-best-spa-day-gp/

    http://simsasylum.com/tfm/index.php?/topic/13519-dispensers-the-potion-lab-canisters-get-to-work-ep/

    http://simsasylum.com/tfm/index.php?/topic/12817-dispensers-the-cornucopia-buffet-tables/

    http://simsasylum.com/tfm/index.php?/topic/12499-dispensers-the-cornucopia-fridge-dispenser/

    http://simsasylum.com/tfm/index.php?/topic/12307-dispensers-the-fantastic-free-fridge-by-storage-galorage-ltd/

    http://simsasylum.com/tfm/index.php?/topic/13222-dispensers-the-pet-lovers-treat-jars-cats-dogs-ep/

    http://simsasylum.com/tfm/index.php?/topic/14303-dispensers-the-adventurers-megacooler/

    http://simsasylum.com/tfm/index.php?/topic/12336-dispensers-the-science-medical-fridge-get-to-work-ep/

    http://simsasylum.com/tfm/index.php?/topic/15105-dispensers-catering-tables-new-for-may-2020-fixed/

     

    4 - Housing & Lots Section

    Some lots have unique CC objects available to download directly in the lot's thread. Things I'd first built specifically for the lot, but may use the object again in other builds. Such as the recoloured Black Wood Massage Table. (Which is in with the Career Science Labs lot BTW.)

     

    http://simsasylum.com/tfm/index.php?/topic/12503-futuresim-labs-reimagined/

    http://simsasylum.com/tfm/index.php?/topic/12508-heartbeat-hospital/

    http://simsasylum.com/tfm/index.php?/topic/14639-helicopter-landing-pad-room/

    http://simsasylum.com/tfm/index.php?/topic/14153-mothers-day-big-mamas-house/

    http://simsasylum.com/tfm/index.php?/topic/14055-sixam-embassy/

    http://simsasylum.com/tfm/index.php?/topic/13777-sky-majesty-penthouse/

    http://simsasylum.com/tfm/index.php?/topic/14640-strangerville-secret-labs-alien-party/

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